Horus: Difference between revisions

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| utility = Beak Dive
| utility = Beak Dive
| ultimate = Perfect Freeze
| ultimate = Perfect Freeze
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| passive = Frost Walker
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==== BNB 1 ====
==== BNB 1 ====
'''Bad Birdie'''<div style="background: #1a1a1a; border: 2px solid #333; padding: 15px; margin: 0.5em 0; border-radius: 8px; box-shadow: 0 4px 8px rgba(0,0,0,0.5); overflow: hidden;">[[File:Bad_Birdie.gif|thumb]]Light~Light>dash>crouch.Light</div>
'''Bad Birdie'''<div style="background: #1a1a1a; border: 2px solid #333; padding: 15px; margin: 0.5em 0; border-radius: 8px; box-shadow: 0 4px 8px rgba(0,0,0,0.5); overflow: hidden;">[[File:Bad_Birdie.gif|thumb]]Light~Light>dash>crouch.Light</div>
== Truflie's Thoughts ==
With Horus you need to know a few things:
# Horus's Sp2 when held down fully becomes unblockable and allows you to combo start, its also armoured but not hyper armoured. Meaning theirs more leeway. Be careful as iirc the hitbox can be a bit disjointed at times, or close to the user/lacking range, i don't remember which one. So you gotta time it carefully
# Horus's Utility is surprisingly good. You can dash up into the air, then look somewhat down like when using an elytra, and glide down to cover large distances. You can also use it for a combo extender as it deals decent stun
# Horus's Barrage is held, use this to tease combo breakers out of unwary opponents by keeping ur distance and keeping combo, for followups i believe barrage > m1 works, just be careful in case the projectiles miss
# Creeping ice is goated, However you have to try and push/lure the opponent into the creeping ice, or keep the opponent still, otherwise the ice will miss. Its a very useful tool but you gotta use it well. Can also be used for combo extending. Horus's Ultimate is basically Creeping Ice+ and can often be used for combo starting / neutral / get off me tool if u need it
# Horus's Sp1 and Cr Sp1 are great, use its Cr Sp1 for a more precise, launching back and accurate move, and use its default Sp1 for canceling opponents moves with more horizontal range. Then use its Heavy~Heavy followup for ice projectiles to apply pressure from a far if need be.

Latest revision as of 10:21, 10 May 2026


Description

Ice-Cold ZONER

Horus is a long ranged stand focused on creating and maintaining distance with its reflective icicles and unblockable ice

PROS

  • Powerful space control with reflective icicles and creeping ice
  • Unblockable move

CONS

  • Weak defense
  • No fast barrage-like move

Moves/Combos

Slash [Light]

Startup:5 Ticks (0.25s)
Active:1(1)(1)1 Ticks (0.2s)
Recovery:0.2 Ticks (0.01s)
Total:9.2 Ticks (0.46s)
Damage:5.0+6.0 Total:11.0
Knockback:1.0
Adv. on Hit:5(launch) Ticks
Adv. on Block:0 Ticks
Distance:0.75m
Average speed light attack. Both hits are good combo starters.

Low Claw [Crouching Light]

Startup:4 Ticks (0.2s)
Active:1 Ticks (0.05s)
Recovery:4 Ticks (0.2s)
Total:9 Ticks (0.45s)
Damage:4.0
Knockback:0.25
Adv. on Hit:3(burstable) Ticks
Adv. on Block:4 Ticks
Distance:0.95m
Fast light attack that has good advantage on block.

Downward Claw [Aerial Light]

Startup:5 Ticks (0.25s)
Active:1 Ticks (0.05s)
Recovery:5 Ticks (0.25s)
Total:11 Ticks (0.55s)
Damage:5.0
Knockback:0.25
Adv. on Hit:6(burstable) Ticks
Adv. on Block:4 Ticks
Distance:0.75m
Average speed light attack with good stun on block.

Stomp [Heavy]

Startup:10 Ticks (0.5s)
Active:1 Ticks (0.05s)
Recovery:11 Ticks (0.55s)
Total:22 Ticks (1.1s)
Damage:9.0+7.0 Total:16.0
Knockback:0.6
Adv. on Hit:0(burstable) Ticks
Adv. on Block:2 Ticks
Distance:0.75m
Horus stomps the floor dealing decent damage and creating an icicle that does additional damage and stun.

Barrage [Barrage]

Startup:1 Ticks (0.05s)
Active:1(4)x16 Ticks (4s)
Recovery:2 Ticks (0.1s)
Total:83 Ticks (4.15s)
Damage:1.0x16 Total: 16.0
Knockback:0.25
Adv. on Hit:0 Ticks
Adv. on Block:0 Ticks
Distance:Projectilem
Unique barrage that sends out icicles continuously at range for up to 2 seconds as long as the barrage key is held down.

Scatter [Special 1]

Startup:15 Ticks (0.75s)
Active:1 Ticks (0.05s)
Recovery:4 Ticks (0.2s)
Total:20 Ticks (1s)


Damage:1.0x6 Total:6.0
Knockback:0.75
Distance:0.75m
Launches 6 icicles in a semicircle in front of you. Icicles can bounce off walls.

Ice Lance [Crouching Special 1]

Startup:17 Ticks (0.85s)
Active:1 Ticks (0.05s)
Recovery:6 Ticks (0.3s)
Total:24 Ticks (1.2s)


Damage:3.0x2 Total:6.0
Knockback:1.2
Distance:Projectilem
Slowly shoots an Icicle that does decent damage on hit. On a miss, will explode after 2 seconds.

Icicle Fire [Special 2]

Startup:29 Ticks (1.45s)
Active:1(19)1 Ticks (1.05s)
Recovery:10 Ticks (0.5s)
Total:60 Ticks (3s)


Damage:2.2-10.0
Knockback:1.0
Distance:0.75m
3 armor points while charging. Can be held and released in 0.45s. If charged fully, attack becomes unblockable and launches far.

Chasing Freeze [Special 3]

Startup:7 Ticks (0.35s)
Active:1 Ticks (0.05s)
Recovery:6 Ticks (0.3s)
Total:14 Ticks (0.7s)
Damage:4.0
Knockback:0.1
Adv. on Hit:4 Ticks
Distance:Projectilem
Launches an icicle that chases the nearest target. Disappears on first hit.

Perfect Freeze [Ultimate]

Startup:13 Ticks (0.65s)
Active:1 Ticks (0.05s)
Recovery:16 Ticks (0.8s)
Total:30 Ticks (1.5s)
Damage:4.0
Knockback:0.3
Adv. on Hit:-7(burstable) Ticks
Adv. on Block:-8 Ticks
Distance:Projectilem
Launches 3 Chasing Freezes that continues after hitting a target.

Beak Dive [Utility]

Startup:7 Ticks (0.35s)
Active:1 Ticks (0.05s)
Recovery:10 Ticks (0.5s)
Total:18 Ticks (0.9s)
Damage:6.0
Knockback:0.0
Adv. on Hit:2 Ticks
Adv. on Block:-1 Ticks
Distance:Variesm
Horus charges forward and will return back to the user unless the user continues to attack with Horus. Distance increases the lower you use the move. Removes fall damage and stalls the user in the air.

BNB 1

Bad Birdie

File:Bad Birdie.gif
Light~Light>dash>crouch.Light

Truflie's Thoughts

With Horus you need to know a few things:

  1. Horus's Sp2 when held down fully becomes unblockable and allows you to combo start, its also armoured but not hyper armoured. Meaning theirs more leeway. Be careful as iirc the hitbox can be a bit disjointed at times, or close to the user/lacking range, i don't remember which one. So you gotta time it carefully
  2. Horus's Utility is surprisingly good. You can dash up into the air, then look somewhat down like when using an elytra, and glide down to cover large distances. You can also use it for a combo extender as it deals decent stun
  3. Horus's Barrage is held, use this to tease combo breakers out of unwary opponents by keeping ur distance and keeping combo, for followups i believe barrage > m1 works, just be careful in case the projectiles miss
  4. Creeping ice is goated, However you have to try and push/lure the opponent into the creeping ice, or keep the opponent still, otherwise the ice will miss. Its a very useful tool but you gotta use it well. Can also be used for combo extending. Horus's Ultimate is basically Creeping Ice+ and can often be used for combo starting / neutral / get off me tool if u need it
  5. Horus's Sp1 and Cr Sp1 are great, use its Cr Sp1 for a more precise, launching back and accurate move, and use its default Sp1 for canceling opponents moves with more horizontal range. Then use its Heavy~Heavy followup for ice projectiles to apply pressure from a far if need be.